I smell a shmup...

Published September 25, 2007
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The past few days I have finally had some time off from work and went back to hacking away at my 2D stuff here at home. Here is the current state of things.

The game I am going to make: A post-apocalyptic-ish shoot em up. After making the brief Fantasm Fortress a few months ago as an excercise in 24 hour development, I really got the itch to do a shmup right. That is, FF was about 30 seconds worth of fun, and the code behind that 30 seconds was so inflexible and single-minded, it could not be easily extended or even modified for that matter.

I actually intend to make this one a full game (as much as 3-5 levels can be considered a full game), so I want to do things right from the beginning.

Also, this is a great opportunity for me to blind all who see this with my astonishing art skills. The blob of pixels that I can put forth onto a digital image are the very spawn of Medusa's hair. Ugliness aside, creating shitty pixel art is actually kind of therapeutic for me. Weird, eh?

A sampler or two:



So there you can see my first attempts at a soldier, and some environment destructibles. The sad thing is, as bad as these are, I actually took a lot of time to do them, so I can only imagine how things will look later when I don't spend any time on them...

Unfortunately I don't have much to show screenshot-wise at the moment, but hopefully I can manage some screens by the end of the week. The last day or so I have spent a lot of time [re]working my texture/model managers. My custom animation data files are so horrid, that I thought I'd share an example with you. Yep, I am still using .ini files with this particular version of my framework. I have some Xml stuff scattered here and there, but converting the code necessary seems like a huge [and somewhat unnecessary] pain. So it goes.

The soldier animation file:
[Model]ID=SoldierNumAnimations=4[Animation_0]ID=Unarmed_IdleActionFrame=1NextAnimation=Unarmed_IdleNumFrames=1[Animation_0_0]TexRef=SoldierCell=0Time=0[Animation_1]ID=Unarmed_WalkActionFrame=1NextAnimation=Unarmed_WalkNumFrames=2[Animation_1_0]Cell=1Time=100TexRef=Soldier[Animation_1_1]Cell=2Time=100TexRef=Soldier[Animation_2]ID=Pistol_IdleActionFrame=1NextAnimation=Pistol_IdleNumFrames=1[Animation_2_0]Cell=3Time=0TexRef=Soldier[Animation_3]ID=Pistol_WalkActionFrame=1NextAnimation=Pistol_WalkNumFrames=2[Animation_3_0]Cell=4Time=100TexRef=Soldier[Animation_3_1]Cell=5Time=100TexRef=Soldier


...and the accompanying Soldier Texture file. What a hoot.
[Texture]ID=SoldierFilepath=Data\\Soldier\\Soldier.pngNumCells=6[Cell_0]X=0Y=0W=48H=48RCX=24RCY=36[Cell_1]X=48Y=0W=48H=48RCX=24RCY=36[Cell_2]X=96Y=0W=48H=48RCX=24RCY=36[Cell_3]X=0Y=48W=48H=48RCX=24RCY=36[Cell_4]X=48Y=48W=48H=48RCX=24RCY=36[Cell_5]X=96Y=48W=48H=48RCX=24RCY=36


Now if only I had a tool to generate those damn files for me...
0 likes 5 comments

Comments

Trapper Zoid
I don't know about calling that pixel art bad; the environment destructables look fairly nice to me. (It's a bit hard to know how well the soldier will work until I see it animating).
September 26, 2007 12:02 AM
HopeDagger
To be honest, I like the art style that you're going for. I'm fairly biased about top-down shooters mind you, but I also know how tough pixel-art is for a programmer to tackle. I'm very excited to watch this new project develop. [smile]
September 26, 2007 10:31 AM
Aardvajk
Couldn't agree more. Those graphics look pretty darn good by most of our standards.
September 26, 2007 12:27 PM
shadowcomplex
Quote:Original post by Trapper Zoid
I don't know about calling that pixel art bad; the environment destructables look fairly nice to me. (It's a bit hard to know how well the soldier will work until I see it animating).


Well, I guess they are not so bad as to steal the souls of men when glanced upon, but it took me over 3 hours just to make what you see there. Right now, as it is early in the dev cycle, I can spare that kind of time. I just now when push comes to shove, the art will lose out :(

And that's when things will get really interesting :)

Quote:Original post by HopeDagger
To be honest, I like the art style that you're going for. I'm fairly biased about top-down shooters mind you, but I also know how tough pixel-art is for a programmer to tackle. I'm very excited to watch this new project develop.


I'm glad you guys are liking it! Yeah, I know you have a keen interest in the top down shooters, and I can say that I would be very proud to join your ranks with a completed game of said type, and something close to the high caliber that your games possess.

Quote:Original post by EasilyConfused
Couldn't agree more. Those graphics look pretty darn good by most of our standards.

Thanks EC! Honestly though, the graphics you had worked up for Udo put mine above to shame. Hopefully I can manage to allocate enough time to try and maintain the above quality, but adding new features always wins over content for me :(

Thanks much for all the interest so far!
September 26, 2007 09:20 PM
shadowcomplex
Quote:Original post by Trapper Zoid
I don't know about calling that pixel art bad; the environment destructables look fairly nice to me. (It's a bit hard to know how well the soldier will work until I see it animating).


Well, I guess they are not so bad as to steal the souls of men when glanced upon, but it took me over 3 hours just to make what you see there. Right now, as it is early in the dev cycle, I can spare that kind of time. I just know when push comes to shove, the art will lose out :(

And that's when things will get really interesting :)

Quote:Original post by HopeDagger
To be honest, I like the art style that you're going for. I'm fairly biased about top-down shooters mind you, but I also know how tough pixel-art is for a programmer to tackle. I'm very excited to watch this new project develop.


I'm glad you guys are liking it! Yeah, I know you have a keen interest in the top down shooters, and I can say that I would be very proud to join your ranks with a completed game of said type, and something close to the high caliber that your games possess.

Quote:Original post by EasilyConfused
Couldn't agree more. Those graphics look pretty darn good by most of our standards.

Thanks EC! Honestly though, the graphics you had worked up for Udo put mine above to shame. Hopefully I can manage to allocate enough time to try and maintain the above quality, but adding new features always wins over content for me :(

Thanks much for all the interest so far!
September 26, 2007 09:21 PM
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